I think it's actually even undesirable (performance-wise) in the software renderer anyway! I don't think Glide has multi-texture support, and I know the software renderer hasn't. That's the Glide and the software renderer. I haven't look into it in detail yet, but this is not the main problem. Oh, Direct3D (9.0c) does have multi-texture support, no doubt about it! But QuArK needs a 'generic' interface: a way of doing it so OpenGL and DirectX both produce 'similar' images. I don't know much about DX, but I think it have a similar tool for it, about glider and software it's much more complicate for sure. So yeah: using extensions is inevitable (I mean, even Quake does it, so why not QuArK?), but I'd rather not start coding such a thing if it hasn't been thought fully through yet. ![]() QuArK at the moment only uses official OpenGL 1.1 calls, nothing else (well, OK, that one extension, but that's officially available in Windows 95 and up). Sure, a lot of videocard-drivers support a lot of them, but some (very old ones, I admit) might not. You cannot depend on OpenGL extensions being available that's part of their very definition. Well, indeed no, but this extension in particular runs since OpenGL 1.2 and it's kinda old (I've got a GPU from 1998 that supports it), but the question is: There is any problem to use any other extension or something like that? it's just codding or there's something more? When the game is set to Quake 3 and I open the pk3 file that has the *.md3, looked at the model with the Model Editor I see the fire skin.īut if I change the game to Warsow and open the pk3 file the has the *.md3, looked at the model with the Model Editor it looks ok. That is why I am seeing them this way, but it only does it in 6.6.0 Beta1. I think that these models use a *.shader the put the fire image on them. ![]() Here is the models I have collected for Quake3Arena Yes I have de-compile All of the Quake 3 Arena maps, also did Quake 2 / xatrix / rogue, And Quake / hipnotic / rogue. Do you know in what pak-file it is located? And how did you go about producing those screenshots? Did you open the q3dm15.bsp file in QuArK, or did you de-compile the bsp-file first? I seem to be having trouble finding this model. Look at misc_model = models/mapobjects/baph/lil_baphomet.md3 in map Q3dm15 with 6.6.0 BETA 1
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